Interesting and somewhat witty introduction goes here.
I figured I might actually give modding a go, since I hadn't really got any experience in that area yet. Mount and Blade: Warband seemed easy enough to start with, so off I went.
The Skyfallers is a bit of an odd mod. I wanted to create something unique, yet still in my skill range. So... Skyfallers is set in my version of Calradia's future, where things have gone a little strange. Firstly, a blinding firebolt is seen flaring from the heavens- which turns out to be a craft from another world. The crash launched a wave of radiation across Calradia, killing millions and bringing the dead to life, effectively bringing the Kingdoms back to their population numbers you see in the game. The intruders were strange. Human or not, none can say.
What they WILL say is they were as hostile as the devil himself. Was it from fear, anger- were they looking for war? Either way, the Calradian armies battled the entrapped Skyfallers. Yet... some factions found peace with the new comers. With that peace came the flow of technology.
And here's the twist.
Calradia was a medieval world, that just skipped its industrial age due to the addition of modern technology. As a result, the world is in a state of chaos- the medieval style of melee combat clashing with fire arms warfare. "Muskets" as such don't exist, rather, each faction has their own version of the invader's weapons, such as the Swadian's Bolters and the Vaegir's Lancers.
This mod is set in that chaos. Will you ally with the Skylanders? Will you keep true to the ways of old, fighting with shield and sword? Or will you empower yourself with new, more powerful weapons? In a world where no one can decide what's modern and what's old, the choice is yours.
I've done a bit of work on the graphical elements of the game, and have added in a fair few bits of weaponry ranging from old, odd looking "Bolter" held cannons to advanced Skyfaller sub machine guns. I've also created some modern clashed with old helmets, and a fair amount of camo retextures of existing armors. I haven't figured out how to rig yet, so... till then, no custom armor. :(
Just incase anybody was wondering/interested, those screenshots of that top down space game I've been working are of a game that I've simply called Space Conquest REMIX.
Why is it called that? Because it's a super remake of the first game I ever attempted to make. Originally, it was simply meant to have better graphics and smaller features, however it has so far evolved into something bigger.
It is an open world space game, obviously, where the player starts as a lone Hypanion captain stranded between a war between the Alliance and the Orizons. You can basically do what you want in it- mine, trade, scavange etc... but in keeping with the SC style, it's all about fast paced alien blasting.
It takes a lot of simplified abstract views on some of its features. For example, there is no "types" of cargo. Only a single type, that is aquired either by mining or scavenging. At the same time, there is features such as zooming down on your ship to view the insides, so you can walk about and use interior equipment. Teleporting is fun, because there isn't any limits- just don't beam yourself into space. :P
Overall, it's a fairly odd mix and it is fairly simple. But I just work on it for fun, so I don't really play by the rules. :D
I've been thinking... perhaps I'm taking the wrong path? I've always had a passion for making and creating things, and that interest is especially extended in terms of interactive media- video games. But perhaps I'm more of an art person.
It certainly shows, in my opinion. My work habits in games often includes far more time messing about with the graphical aspect rather than the coding/functionality. Even with coding, I still prefer using slightly more limited engines the use a graphical appraoch to scripting, rather than code.
When I attempt to learn coding, or switch to another tool, I often find it nigh immposible to stick to it. Within days I'm back to Construct. Construct allows to me spend far more time on the graphics, and a quicker and easier way to code. A program, say, like Unity, is fairly similar to Construct in concept. Yes, it's 3D, yes it is super advanced compared, but it still uses the concept of a visual editor with individual scripts that controls aspects. I'll always choose those over programs such as, say, DarkBASIC Pro.
So, either I'm just plain lazy, or I prefer the art side. Perhaps I should attempt to work with another team as an artist/concept artist/modeller etc... when my skills are sound...
*walks away into the sunset mumbling"
I don't know if anybody reads this, but it would be awesome if somebody did. I'm kinda lost at the moment- I'm not sure where to go with two of my games.
I have two projects, Apocalyptic and Pixel Space. Both are progressing fine. But for example, in Apocalyptic, it's becoming TOO bland. That doesn't make sense, because technically I'm adding more to it. But anyway. I think the real problem is the landscape and game area. It's bland. It's a ground. With a bit of grass. And trees. That's it. Sound boring? It is.
So I'm probably going to try and implement some sort of new generation scripting that hopefully will fix it. My first idea was to generate small towns. That IS tricky, as I have to find out a way to generate a set of buildings/town stuff in Construct, AND in grid and destroyable format. So yeah. I could also add in other things, like lakes and such, but that's pretty generic.
Then there's Pixel Space, the terraria style game in space. Currently, its a platformer. Which is where I wanted it to stay. I mean, it has to be the first completely open world sandbox space exploring PLATFORMER. But now people say they think it would be better in top down. Sigh.
Just can't please everyone, I guess. :P
Aw what the heck, I figured it'd be time I started with a blog, even if nobody reads it. Getting my ideas and thoughts down on paper/screen seem to raise new ideas, and therefore it must be productive. Also, fingers must type. Type. Type. Type. Type. Type....
As anybody that has come from the Apocalyptic page here, or has seen the Games section on this profile knows, I am the main developer on Apocalyptic. Apocalyptic is really meant to be my first big-ish game that I have ever developed, ever, but now that there is a few others (even if they are just doing graphics/sound) I can't really say it's "my" first game. Not only that, but I continually find that as I work on this project over time, I keep finding better ways that I could have done something, and, well, I've spent more time on changing existing elements of the game rather then adding new parts.
Close to dropkicking my laptop out of the window, I decided to work on a new project or two to take my mind off of this never ending monochromatic zombie survival horror. The first one is a game called Tiny War, or whatever, it hasn't really been named yet. There is some screenshots in my profile above. It's basically a side on strategy game, set in an alternate reality where warfare is modern, and yet low tech at the same time. It's 2012, and pikes, swords and low tech rifles are still used.
The other one I only just started. It plays similar to Teraria, except that the player never goes above ground. It's designed to be a two player split screen game, but it can be played on singleplayer to a point. The idea is to mine resources to improve their own base, build defensive structures and buy tools, expand and reinforce you base and capture your opponents Orb. There's lots to do here, but I have lots of ideas for it. And, I have another version in mind which is similar except it is set in space. You construct a starship which acts as your base, which can be added on to and customised, and then fly out in a shuttle or other craft to asteroids to mine resources. Me thinky side scrolling starship combat out of blocks? Me thinks so.
So. No more writing so much? Yeah, I'm a little typing-happy...
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